How Do I Get Webgl For Chrome On A Mac
Google Chrome is a very customizable browser, allowing you to to change many of your settings to your liking. One of the options that you can choose to enable is WebGL, or Web Graphics Library. WebGL is a JavaScript API that allows you to render 3D.
Connect the printer with USB, add the driver in Printers and scanners preferences, select the appropriate driver. Download and install the patch appearing at step 3 on this page: 6. Canon lbp2900b driver for mac os x el capitan. Enjoy the rest of the day. Restart computer.
I got webgl to work on safari, but can't get it to work on chrome. I use this to test On safari, it works only after enabling webgl, see On chrome, it says 'Hmm. While your browser seems to support WebGL, it is disabled or unavailable.
If possible, please ensure that you are running the latest drivers for your video card' I was hoping there might be a way to enable webgl in chrome the way it's enabled in safari. I am on Mac OS X 10.8.2, using Macbook pro retina (NVIDIA GeForce GT 650M), Chrome version 24.0.1312.57. My video card is not on a blacklist (but not on any whitelist, either) www.khronos.org/webgl/wiki/BlacklistsAndWhitelists.
Time has passed and Chrome got to version 54 so I thought I could add an update (and group some of the answers around here): • First of all, make sure that hardware acceleration is enabled in the advanced settings (as mentioned). • Check chrome://gpu to get an idea what the problem might be. Under Problems detected, you get quite some information that can point you in the right direction. • Do not panic if you can't find the #Disable-WebGL flag anymore, because they got rid of it. • If you find something like GPU process was unable to boot: All GPU features are blacklisted. Disabled Features: all under Problems detected and you are sure it used to work in earlier versions of chrome, you might consider to enable #ignore-gpu-blacklist under chrome://flags with extreme caution!
I think the latest dev channel Chrome on Windows is doing something funny after update. After updating just now, threejs can't create the webgl context on any example - was working fine right before the update. Chrome version 37.0.2054.2 dev-m (64-bit) Windows 8.1 64-bit ATI Radeon HD 6800 series ATI Driver Packaging Version -140417a-171099C chrome://gpu shows 'WebGL: Unavailable. Hardware acceleration unavailable' It also shows that the --disable-gpu flag was passed to chrome.exe!
Killing all chrome.exe processes and running by executing chrome.exe directly (in C: Program Files (x86) Google Chrome Application) seems to solve this. Check your shortcuts to ensure the flag isn't getting passed.
Maybe this isn't the same issue but check this first if you see this issue after updating. I saw this error pop up in the error tracking system I use. In case it's helpful, here's the system info for the user that had a bug as captured by the tracker: User-Agent: Mozilla/5.0 (Macintosh; Intel Mac OS X 10_12_3) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/56.0.2924.87 Safari/537.36 OS: Mac OS X 10.12.3 Browser: Chrome 56.0.2924 And here is what the error tracker caught in the console: THREE.WebGLRenderer 84 THREE.WebGLRenderer: Error creating WebGL context. TypeError: Cannot read property 'getExtension' of null.